@ughuuu/game_server 1.0.304 → 1.0.319

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (53) hide show
  1. package/README.md +15 -3
  2. package/dist/ApiClient.js +1 -1
  3. package/dist/api/AuthenticationApi.js +1 -1
  4. package/dist/api/FriendsApi.js +1 -1
  5. package/dist/api/HealthApi.js +1 -1
  6. package/dist/api/HooksApi.js +1 -1
  7. package/dist/api/LeaderboardsApi.js +283 -0
  8. package/dist/api/LobbiesApi.js +58 -7
  9. package/dist/api/UsersApi.js +1 -1
  10. package/dist/index.js +59 -10
  11. package/dist/model/CallHookRequest.js +1 -1
  12. package/dist/model/CreateFriendRequestRequest.js +1 -1
  13. package/dist/model/CreateLobbyRequest.js +1 -1
  14. package/dist/model/DeviceLoginRequest.js +1 -1
  15. package/dist/model/GetCurrentUser200Response.js +1 -1
  16. package/dist/model/HealthResponse.js +1 -1
  17. package/dist/model/JoinLobbyRequest.js +1 -1
  18. package/dist/model/{CreateLobby401Response.js → KickUser401Response.js} +18 -18
  19. package/dist/model/KickUserRequest.js +1 -1
  20. package/dist/model/ListBlockedFriends200Response.js +5 -5
  21. package/dist/model/ListBlockedFriends200ResponseDataInner.js +1 -1
  22. package/dist/model/ListBlockedFriends200ResponseDataInnerRequester.js +1 -1
  23. package/dist/model/ListFriendRequests200Response.js +1 -1
  24. package/dist/model/ListFriendRequests200ResponseIncomingInner.js +1 -1
  25. package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +1 -1
  26. package/dist/model/ListFriendRequests200ResponseMeta.js +1 -1
  27. package/dist/model/ListFriends200Response.js +5 -5
  28. package/dist/model/ListFriends200ResponseDataInner.js +1 -1
  29. package/dist/model/ListLeaderboardRecords200Response.js +124 -0
  30. package/dist/model/ListLeaderboardRecords200ResponseDataInner.js +134 -0
  31. package/dist/model/{ListLobbies200ResponseMeta.js → ListLeaderboardRecords200ResponseMeta.js} +23 -23
  32. package/dist/model/ListLeaderboards200Response.js +124 -0
  33. package/dist/model/ListLeaderboards200ResponseDataInner.js +238 -0
  34. package/dist/model/ListLobbies200Response.js +5 -5
  35. package/dist/model/ListLobbies200ResponseDataInner.js +10 -1
  36. package/dist/model/ListRecordsAroundUser200Response.js +110 -0
  37. package/dist/model/Login200Response.js +1 -1
  38. package/dist/model/Login200ResponseData.js +1 -1
  39. package/dist/model/LoginRequest.js +1 -1
  40. package/dist/model/OAuthSessionData.js +1 -1
  41. package/dist/model/OAuthSessionDataDetails.js +1 -1
  42. package/dist/model/OAuthSessionStatus.js +1 -1
  43. package/dist/model/OauthApiCallback200Response.js +1 -1
  44. package/dist/model/OauthApiCallbackRequest.js +1 -1
  45. package/dist/model/OauthRequest200Response.js +1 -1
  46. package/dist/model/QuickJoinRequest.js +108 -0
  47. package/dist/model/RefreshToken200Response.js +1 -1
  48. package/dist/model/RefreshToken200ResponseData.js +1 -1
  49. package/dist/model/RefreshTokenRequest.js +1 -1
  50. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +1 -1
  51. package/dist/model/UpdateCurrentUserPasswordRequest.js +1 -1
  52. package/dist/model/UpdateLobbyRequest.js +1 -1
  53. package/package.json +1 -1
package/dist/index.js CHANGED
@@ -27,12 +27,6 @@ Object.defineProperty(exports, "CreateFriendRequestRequest", {
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  return _CreateFriendRequestRequest["default"];
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  }
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  });
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- Object.defineProperty(exports, "CreateLobby401Response", {
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- enumerable: true,
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- get: function get() {
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- return _CreateLobby401Response["default"];
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- }
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- });
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  Object.defineProperty(exports, "CreateLobbyRequest", {
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  enumerable: true,
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  get: function get() {
@@ -81,12 +75,24 @@ Object.defineProperty(exports, "JoinLobbyRequest", {
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  return _JoinLobbyRequest["default"];
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  }
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  });
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+ Object.defineProperty(exports, "KickUser401Response", {
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+ enumerable: true,
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+ get: function get() {
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+ return _KickUser401Response["default"];
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+ }
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+ });
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  Object.defineProperty(exports, "KickUserRequest", {
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  enumerable: true,
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  get: function get() {
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  return _KickUserRequest["default"];
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  }
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  });
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+ Object.defineProperty(exports, "LeaderboardsApi", {
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+ enumerable: true,
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+ get: function get() {
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+ return _LeaderboardsApi["default"];
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+ }
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+ });
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  Object.defineProperty(exports, "ListBlockedFriends200Response", {
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  enumerable: true,
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  get: function get() {
@@ -141,6 +147,36 @@ Object.defineProperty(exports, "ListFriends200ResponseDataInner", {
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  return _ListFriends200ResponseDataInner["default"];
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  }
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  });
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+ Object.defineProperty(exports, "ListLeaderboardRecords200Response", {
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+ enumerable: true,
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+ get: function get() {
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+ return _ListLeaderboardRecords200Response["default"];
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+ }
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+ });
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+ Object.defineProperty(exports, "ListLeaderboardRecords200ResponseDataInner", {
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+ enumerable: true,
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+ get: function get() {
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+ return _ListLeaderboardRecords200ResponseDataInner["default"];
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+ }
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+ });
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+ Object.defineProperty(exports, "ListLeaderboardRecords200ResponseMeta", {
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+ enumerable: true,
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+ get: function get() {
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+ return _ListLeaderboardRecords200ResponseMeta["default"];
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+ }
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+ });
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+ Object.defineProperty(exports, "ListLeaderboards200Response", {
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+ enumerable: true,
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+ get: function get() {
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+ return _ListLeaderboards200Response["default"];
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+ }
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+ });
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+ Object.defineProperty(exports, "ListLeaderboards200ResponseDataInner", {
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+ enumerable: true,
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+ get: function get() {
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+ return _ListLeaderboards200ResponseDataInner["default"];
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+ }
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+ });
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  Object.defineProperty(exports, "ListLobbies200Response", {
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  enumerable: true,
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  get: function get() {
@@ -153,10 +189,10 @@ Object.defineProperty(exports, "ListLobbies200ResponseDataInner", {
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  return _ListLobbies200ResponseDataInner["default"];
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  }
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  });
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- Object.defineProperty(exports, "ListLobbies200ResponseMeta", {
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+ Object.defineProperty(exports, "ListRecordsAroundUser200Response", {
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  enumerable: true,
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  get: function get() {
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- return _ListLobbies200ResponseMeta["default"];
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+ return _ListRecordsAroundUser200Response["default"];
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  }
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  });
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  Object.defineProperty(exports, "LobbiesApi", {
@@ -219,6 +255,12 @@ Object.defineProperty(exports, "OauthRequest200Response", {
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  return _OauthRequest200Response["default"];
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  }
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  });
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+ Object.defineProperty(exports, "QuickJoinRequest", {
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+ enumerable: true,
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+ get: function get() {
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+ return _QuickJoinRequest["default"];
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+ }
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+ });
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  Object.defineProperty(exports, "RefreshToken200Response", {
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  enumerable: true,
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  get: function get() {
@@ -264,12 +306,12 @@ Object.defineProperty(exports, "UsersApi", {
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  var _ApiClient = _interopRequireDefault(require("./ApiClient"));
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  var _CallHookRequest = _interopRequireDefault(require("./model/CallHookRequest"));
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  var _CreateFriendRequestRequest = _interopRequireDefault(require("./model/CreateFriendRequestRequest"));
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- var _CreateLobby401Response = _interopRequireDefault(require("./model/CreateLobby401Response"));
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  var _CreateLobbyRequest = _interopRequireDefault(require("./model/CreateLobbyRequest"));
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  var _DeviceLoginRequest = _interopRequireDefault(require("./model/DeviceLoginRequest"));
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  var _GetCurrentUser200Response = _interopRequireDefault(require("./model/GetCurrentUser200Response"));
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  var _HealthResponse = _interopRequireDefault(require("./model/HealthResponse"));
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  var _JoinLobbyRequest = _interopRequireDefault(require("./model/JoinLobbyRequest"));
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+ var _KickUser401Response = _interopRequireDefault(require("./model/KickUser401Response"));
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  var _KickUserRequest = _interopRequireDefault(require("./model/KickUserRequest"));
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  var _ListBlockedFriends200Response = _interopRequireDefault(require("./model/ListBlockedFriends200Response"));
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  var _ListBlockedFriends200ResponseDataInner = _interopRequireDefault(require("./model/ListBlockedFriends200ResponseDataInner"));
@@ -280,9 +322,14 @@ var _ListFriendRequests200ResponseIncomingInnerRequester = _interopRequireDefaul
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  var _ListFriendRequests200ResponseMeta = _interopRequireDefault(require("./model/ListFriendRequests200ResponseMeta"));
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  var _ListFriends200Response = _interopRequireDefault(require("./model/ListFriends200Response"));
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  var _ListFriends200ResponseDataInner = _interopRequireDefault(require("./model/ListFriends200ResponseDataInner"));
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+ var _ListLeaderboardRecords200Response = _interopRequireDefault(require("./model/ListLeaderboardRecords200Response"));
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+ var _ListLeaderboardRecords200ResponseDataInner = _interopRequireDefault(require("./model/ListLeaderboardRecords200ResponseDataInner"));
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+ var _ListLeaderboardRecords200ResponseMeta = _interopRequireDefault(require("./model/ListLeaderboardRecords200ResponseMeta"));
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+ var _ListLeaderboards200Response = _interopRequireDefault(require("./model/ListLeaderboards200Response"));
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+ var _ListLeaderboards200ResponseDataInner = _interopRequireDefault(require("./model/ListLeaderboards200ResponseDataInner"));
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  var _ListLobbies200Response = _interopRequireDefault(require("./model/ListLobbies200Response"));
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  var _ListLobbies200ResponseDataInner = _interopRequireDefault(require("./model/ListLobbies200ResponseDataInner"));
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- var _ListLobbies200ResponseMeta = _interopRequireDefault(require("./model/ListLobbies200ResponseMeta"));
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+ var _ListRecordsAroundUser200Response = _interopRequireDefault(require("./model/ListRecordsAroundUser200Response"));
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  var _Login200Response = _interopRequireDefault(require("./model/Login200Response"));
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  var _Login200ResponseData = _interopRequireDefault(require("./model/Login200ResponseData"));
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  var _LoginRequest = _interopRequireDefault(require("./model/LoginRequest"));
@@ -292,6 +339,7 @@ var _OAuthSessionStatus = _interopRequireDefault(require("./model/OAuthSessionSt
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  var _OauthApiCallback200Response = _interopRequireDefault(require("./model/OauthApiCallback200Response"));
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  var _OauthApiCallbackRequest = _interopRequireDefault(require("./model/OauthApiCallbackRequest"));
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  var _OauthRequest200Response = _interopRequireDefault(require("./model/OauthRequest200Response"));
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+ var _QuickJoinRequest = _interopRequireDefault(require("./model/QuickJoinRequest"));
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  var _RefreshToken200Response = _interopRequireDefault(require("./model/RefreshToken200Response"));
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  var _RefreshToken200ResponseData = _interopRequireDefault(require("./model/RefreshToken200ResponseData"));
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  var _RefreshTokenRequest = _interopRequireDefault(require("./model/RefreshTokenRequest"));
@@ -302,6 +350,7 @@ var _AuthenticationApi = _interopRequireDefault(require("./api/AuthenticationApi
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  var _FriendsApi = _interopRequireDefault(require("./api/FriendsApi"));
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  var _HealthApi = _interopRequireDefault(require("./api/HealthApi"));
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  var _HooksApi = _interopRequireDefault(require("./api/HooksApi"));
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+ var _LeaderboardsApi = _interopRequireDefault(require("./api/LeaderboardsApi"));
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  var _LobbiesApi = _interopRequireDefault(require("./api/LobbiesApi"));
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  var _UsersApi = _interopRequireDefault(require("./api/UsersApi"));
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  function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
@@ -19,7 +19,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
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+ * The version of the OpenAPI document: 1.0.319
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
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@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
20
20
  *
21
- * The version of the OpenAPI document: 1.0.304
21
+ * The version of the OpenAPI document: 1.0.319
22
22
  *
23
23
  *
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
15
15
  * Game Server API
16
16
  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
17
17
  *
18
- * The version of the OpenAPI document: 1.0.304
18
+ * The version of the OpenAPI document: 1.0.319
19
19
  *
20
20
  *
21
21
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
15
15
  * Game Server API
16
16
  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
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  *
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- * The version of the OpenAPI document: 1.0.304
18
+ * The version of the OpenAPI document: 1.0.319
19
19
  *
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  *
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -24,18 +24,18 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
24
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  *
25
25
  */
26
26
  /**
27
- * The CreateLobby401Response model module.
28
- * @module model/CreateLobby401Response
27
+ * The KickUser401Response model module.
28
+ * @module model/KickUser401Response
29
29
  * @version 1.0.0
30
30
  */
31
- var CreateLobby401Response = /*#__PURE__*/function () {
31
+ var KickUser401Response = /*#__PURE__*/function () {
32
32
  /**
33
- * Constructs a new <code>CreateLobby401Response</code>.
34
- * @alias module:model/CreateLobby401Response
33
+ * Constructs a new <code>KickUser401Response</code>.
34
+ * @alias module:model/KickUser401Response
35
35
  */
36
- function CreateLobby401Response() {
37
- _classCallCheck(this, CreateLobby401Response);
38
- CreateLobby401Response.initialize(this);
36
+ function KickUser401Response() {
37
+ _classCallCheck(this, KickUser401Response);
38
+ KickUser401Response.initialize(this);
39
39
  }
40
40
 
41
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  /**
@@ -43,22 +43,22 @@ var CreateLobby401Response = /*#__PURE__*/function () {
43
43
  * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
44
44
  * Only for internal use.
45
45
  */
46
- return _createClass(CreateLobby401Response, null, [{
46
+ return _createClass(KickUser401Response, null, [{
47
47
  key: "initialize",
48
48
  value: function initialize(obj) {}
49
49
 
50
50
  /**
51
- * Constructs a <code>CreateLobby401Response</code> from a plain JavaScript object, optionally creating a new instance.
51
+ * Constructs a <code>KickUser401Response</code> from a plain JavaScript object, optionally creating a new instance.
52
52
  * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
53
53
  * @param {Object} data The plain JavaScript object bearing properties of interest.
54
- * @param {module:model/CreateLobby401Response} obj Optional instance to populate.
55
- * @return {module:model/CreateLobby401Response} The populated <code>CreateLobby401Response</code> instance.
54
+ * @param {module:model/KickUser401Response} obj Optional instance to populate.
55
+ * @return {module:model/KickUser401Response} The populated <code>KickUser401Response</code> instance.
56
56
  */
57
57
  }, {
58
58
  key: "constructFromObject",
59
59
  value: function constructFromObject(data, obj) {
60
60
  if (data) {
61
- obj = obj || new CreateLobby401Response();
61
+ obj = obj || new KickUser401Response();
62
62
  if (data.hasOwnProperty('error')) {
63
63
  obj['error'] = _ApiClient["default"].convertToType(data['error'], 'String');
64
64
  }
@@ -67,9 +67,9 @@ var CreateLobby401Response = /*#__PURE__*/function () {
67
67
  }
68
68
 
69
69
  /**
70
- * Validates the JSON data with respect to <code>CreateLobby401Response</code>.
70
+ * Validates the JSON data with respect to <code>KickUser401Response</code>.
71
71
  * @param {Object} data The plain JavaScript object bearing properties of interest.
72
- * @return {boolean} to indicate whether the JSON data is valid with respect to <code>CreateLobby401Response</code>.
72
+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>KickUser401Response</code>.
73
73
  */
74
74
  }, {
75
75
  key: "validateJSON",
@@ -85,5 +85,5 @@ var CreateLobby401Response = /*#__PURE__*/function () {
85
85
  /**
86
86
  * @member {String} error
87
87
  */
88
- CreateLobby401Response.prototype['error'] = undefined;
89
- var _default = exports["default"] = CreateLobby401Response;
88
+ KickUser401Response.prototype['error'] = undefined;
89
+ var _default = exports["default"] = KickUser401Response;
@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
18
18
  * Game Server API
19
19
  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
20
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  *
21
- * The version of the OpenAPI document: 1.0.304
21
+ * The version of the OpenAPI document: 1.0.319
22
22
  *
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23
  *
24
24
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -6,7 +6,7 @@ Object.defineProperty(exports, "__esModule", {
6
6
  exports["default"] = void 0;
7
7
  var _ApiClient = _interopRequireDefault(require("../ApiClient"));
8
8
  var _ListBlockedFriends200ResponseDataInner = _interopRequireDefault(require("./ListBlockedFriends200ResponseDataInner"));
9
- var _ListLobbies200ResponseMeta = _interopRequireDefault(require("./ListLobbies200ResponseMeta"));
9
+ var _ListLeaderboardRecords200ResponseMeta = _interopRequireDefault(require("./ListLeaderboardRecords200ResponseMeta"));
10
10
  function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
11
11
  function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
12
12
  function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) throw o; } } }; }
@@ -20,7 +20,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
20
20
  * Game Server API
21
21
  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
22
22
  *
23
- * The version of the OpenAPI document: 1.0.304
23
+ * The version of the OpenAPI document: 1.0.319
24
24
  *
25
25
  *
26
26
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -68,7 +68,7 @@ var ListBlockedFriends200Response = /*#__PURE__*/function () {
68
68
  obj['data'] = _ApiClient["default"].convertToType(data['data'], [_ListBlockedFriends200ResponseDataInner["default"]]);
69
69
  }
70
70
  if (data.hasOwnProperty('meta')) {
71
- obj['meta'] = _ListLobbies200ResponseMeta["default"].constructFromObject(data['meta']);
71
+ obj['meta'] = _ListLeaderboardRecords200ResponseMeta["default"].constructFromObject(data['meta']);
72
72
  }
73
73
  }
74
74
  return obj;
@@ -106,7 +106,7 @@ var ListBlockedFriends200Response = /*#__PURE__*/function () {
106
106
  // validate the optional field `meta`
107
107
  if (data['meta']) {
108
108
  // data not null
109
- _ListLobbies200ResponseMeta["default"].validateJSON(data['meta']);
109
+ _ListLeaderboardRecords200ResponseMeta["default"].validateJSON(data['meta']);
110
110
  }
111
111
  return true;
112
112
  }
@@ -118,7 +118,7 @@ var ListBlockedFriends200Response = /*#__PURE__*/function () {
118
118
  ListBlockedFriends200Response.prototype['data'] = undefined;
119
119
 
120
120
  /**
121
- * @member {module:model/ListLobbies200ResponseMeta} meta
121
+ * @member {module:model/ListLeaderboardRecords200ResponseMeta} meta
122
122
  */
123
123
  ListBlockedFriends200Response.prototype['meta'] = undefined;
124
124
  var _default = exports["default"] = ListBlockedFriends200Response;
@@ -16,7 +16,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
16
16
  * Game Server API
17
17
  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
18
18
  *
19
- * The version of the OpenAPI document: 1.0.304
19
+ * The version of the OpenAPI document: 1.0.319
20
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  *
21
21
  *
22
22
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
15
15
  * Game Server API
16
16
  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
17
17
  *
18
- * The version of the OpenAPI document: 1.0.304
18
+ * The version of the OpenAPI document: 1.0.319
19
19
  *
20
20
  *
21
21
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -20,7 +20,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
20
20
  * Game Server API
21
21
  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
22
22
  *
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- * The version of the OpenAPI document: 1.0.304
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@@ -16,7 +16,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
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@@ -20,7 +20,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
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@@ -68,7 +68,7 @@ var ListFriends200Response = /*#__PURE__*/function () {
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@@ -106,7 +106,7 @@ var ListFriends200Response = /*#__PURE__*/function () {
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@@ -118,7 +118,7 @@ var ListFriends200Response = /*#__PURE__*/function () {
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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
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